Cyberpunk 2077
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About this mod

Separate patch files to
1) add proper level scaling,
2) increase NPC health,
3) decrease the breach timer and make it start immediately (NEW!),
4) And make armor apply to melee attacks (NEW!)

Permissions and credits
I find the game to be way too easy even on "very hard" mode so I've figured out how to change that. For now there are four individual mods that modify different values. I want to keep any changes in separate packages so people can choose what they want.

You can use either of the mod types on their own, or use multiple at the same time. There are multiple options for the NPC health mod - only use one of those at a time.

1) Proper Level Scaling

The game actually has some level scaling, but it's not what you would imagine. Unmodded behaviour is:
  • Enemies have minimum levels. Once you pass an enemy's min level they scale to match yours exactly for 4-16 more levels (this is defined per neighbourhood, e.g. Kabuki enemies start at 4 and scale up to 10). Once you pass that higher threshold (4-16 levels over the minimum) they stay at the same level until you reach 5 over them. After that they scale up, always staying exactly 5 levels under you, to a maximum of 45.
  • The difference between player level and the NPC's level is used to scale both the player and enemy damage in favour of the higher leveled person. So if the player is 4.5+ levels above an enemy, the player does 2x damage, and the enemy does 0.7x damage to the player. 

My changes are to make NPCs scale up to exactly the player's level.

Damage is still scaled against the player when the player is lower leveled. I haven't play-tested being lower leveled with the higher health mod... maybe all the multipliers should be 1.

Note: The damage scaling part works for bosses and probably boxing matches.

2) Higher Health NPCs (only implemented for Very Hard difficulty)

SMALL ISSUE: User Liolande noticed that status effects were doing more damage to NPCs when they have higher health. It turns out status effects (bleeding, poison, etc.) do damage as a percentage of the enemy's health... so if the NPCs have 10x health, they suffer 10x damage! I can't fix this issue right now, as it's controlled in scripts that I can't change. At the lower health boosts like my 2.5-3.5x, or 2x, I think this isn't a huge issue. At higher boosts like 5x or 10x, status effects end up doing a much larger share of the damage, compared to base weapon and quickhack damage.

NPCs have a base health based on their level, which is then modified slightly based on type of enemy (like a heavy, netrunner, etc.). The values are specified in a curve (so non specified values are just calculated based on the adjacent values).

In my original version I've increased the values to ~2.5-3.5 times the originals to make a curve that looked nice to me. The curve gets steeper as you get to higher levels. This should provide a very nice challenge. I find I can use quickhacks now and not kill everyone with Contagion instantly. :)

In version 1.2.0 there are straight 1.5x, 2x, 5x, and 10x multipliers available under optional files. Make sure to only use one of them!

Note: This works for bosses, and I didn't check yet if it works for boxing opponents.

Level | original | 2.5-3.5x
    0        120        150
    1        140        400
    5        290        800
   10        575       1400
   15        850       2000
   20       1010       3000
   25       1300       4500
   30       1990       6500
   35       3840      10000
   40       5700      14000
   45       7800      21000
   50      10000      30000

3) Shorter Breach Timer and Immediate Start

We can scale the length of the breach timer and make it start immediately! Hurray!

By default I have set the timer to 0.5 of whatever it's supposed to be, which varies by what you're breaching, your breach perks, etc. I actually recommend to set it even lower. I think 0.25 is a good number. To edit, open up "Cyberpunk 2077/r6/scripts/shorter_breach_timer_and_fast_start.reds" in a text editor and modify the value customScale near the top:

// Set to desired scale  e.g. 0.5 means all breach timer will be halved */
customScale = 0.5;
// set to true if you don't want the timer to start right away
waitInteraction = false;
/* Don't modify anything else */

4) Armor_Works_Against_Melee

This mod does just what it says! Normally in the game melee attacks against the player are not affected by the player's armor stat. Now they are. NPCS don't have armor, so it doesn't effect the player's attacks.

Armor provides about 0.1 points of damage reduction per point of armor. You should see that on melee attacks against you. This may not help in the Beat on the Brat missions. On Very Hard they can still do more damage per hit than your entire health pool. The only reason it takes 2 hits to kill you (always) is that no single hit can take off more than 80% of your max health. So even with armor working you may find that a boxing opponent does exactly the same damage (80% of max health).

So far this is the only mod that can make the game easier, but I find with level scaling turned on you probably want your armor to work correctly. It's not a big reduction and I always find it weird when enemy bullets are hurting you a moderate amount and you can watch your health and plan to use an inhaler at the right time but then someone punches you and it's game over.


NPC health and level scaling

Extract any of the individual zip files into "Cyberpunk 2077/" to use the mods. Remove the files to stop using the mods. To the best of my knowledge these mods don't permanently modify saves. All this data is recalculated when you load a game. However, I can't guarantee that's the case everywhere in the game... I don't know how it all works!

Breach Timer and Melee Armor mods

IMPORTANT: These mods depend on the redscript compiler. Download that first and put scc.exe in "Cyberpunk 2077/engine/tools/". Then open "Cyberpunk 2077/engine/config/base/scripts.ini" in a text editor (create it if it doesn't exist) and edit it to look like this:

EnableCompilation = "true"

Compiling any scripts overwrites the file "Cyberpunk 2077/r6/cache/final.redscripts". There should be a backup file in the same folder, but if not just make your own backup.

Extract the zip file into the Cyberpunk 2077 installation folder (the mod files go to "Cyberpunk 2077/r6/scripts").

Future Plans

I plan on adding some more options when I have the time. I encourage anyone else to look at my mods and make changes if you want something different. I don't want to go in and change every single number in the game. The level scaling is pretty obvious. Since I still found it easy even with the level scaling I thought NPC health was the simplest thing to change to make it harder. I haven't looked at all the other values that could be easily changed, so there may be other ones.

Breach minigame: Changing the time allowed and making the timer start right away is a huge improvement in the minigame for me. While looking though the scripts I've seen that they actually had traps at some point, which I guess is symbols you can't use or something, with a penalty. I'd like to find a way to get that working.

I found that street cred goes up too quickly, and skill XP goes too slowly, so I might make mods for those. It's just hard to play test that stuff. Also, if it takes 3x as much damage to kill everything (using the NPC health mod) then you gain more XP, since there's a damage-based XP reward.